When using world position offset in a translucent material the object will not render correctly, as if the world position offset is not considered in the z depth rendering. For instance a translucent plane that is offseted with World Position Offset in front of another translucent plane will still be rendered as if it where behind it. It also can switch between in front and behind when you get close.
I tried the setttings in project/rendering as well as the settings in the material but nothing resolves the issue. Doing everything manually with Translucency sort priority is not a option since what I need it to work for is way too complex for that.